1 00:00:02,000 --> 00:00:05,000 Thanks for watching this TAS of Spider-Man/X-Men: Arcade's Revenge by jaysmad and Brandon Evans. 2 00:00:10,136 --> 00:00:13,136 jaysmad primarily authored the Spider-Man sections. 3 00:00:15,760 --> 00:00:18,760 Taking damage here is necessary to save time. 4 00:00:21,234 --> 00:00:24,234 For those who've never played this game, you need to deactivate the bombs in a specific order. 5 00:00:33,864 --> 00:00:36,864 When hit, we are propelled in the opposite direction. This allows us to take many shortcuts. 6 00:00:48,107 --> 00:00:51,107 Web-swinging and web-cancel are much faster than walking or jumping. 7 00:00:56,643 --> 00:00:59,643 As web-swinging makes you skip a pixel, we are able to damage boost here. 8 00:01:14,330 --> 00:01:17,330 Turning around is very slow after web-canceling, so swinging is unnecessary here. 9 00:01:56,727 --> 00:01:59,727 We must wait until the web is totally gone until we can swing again. 10 00:02:13,649 --> 00:02:16,649 We skip the Shockers as killing them is useless. 11 00:02:38,991 --> 00:02:41,991 While standing, we can only shoot once every 8 frames. 12 00:02:42,319 --> 00:02:45,319 We use the backward web-shot trick, which consists of dropping down a ledge for 1 frame while shooting in the opposite direction. 13 00:02:45,647 --> 00:02:48,647 This technique allows us to shoot every 2 frames. Swinging does not hurt this boss and web-shots deal 1 damage. 14 00:02:48,975 --> 00:02:51,975 Considering that N'astirh has 30HP and each web-shot does 1 point of damage, this leads to him dying nearly instantly. 15 00:03:04,649 --> 00:03:07,649 We backtrack to reach the lower ledge for a big swing. 16 00:03:15,215 --> 00:03:18,215 We skip the higher section by swinging under the wall. This is the only known time where this is possible. 17 00:03:25,997 --> 00:03:28,997 Jumping against the wind will slow us down, so the best thing to do is either swing or take damage. 18 00:03:30,506 --> 00:03:33,506 Rhino has 24HP and can't be damaged by web-shots. 19 00:03:33,834 --> 00:03:36,834 Carnage has 25HP. When hit, he gets knocked back and becomes temporarily invincible. 20 00:03:37,162 --> 00:03:40,162 He receives 1 damage point from web-shots; he also takes 2 from a swing hit, but this can be doubled if positioned correctly. 21 00:03:49,475 --> 00:03:52,475 Brandon primarily authored the Wolverine sections. 22 00:03:57,545 --> 00:04:00,545 If properly timed, you can pass through a stunned Jack-in-the-Box unharmed. 23 00:04:01,239 --> 00:04:04,239 We punch at arbitrary times to manipulate the positions of certain enemies, namely the soldiers. 24 00:04:04,567 --> 00:04:07,567 This might work because this changes what addresses enemies are loaded into, as punching is perhaps handled like an enemy. 25 00:04:08,277 --> 00:04:11,277 If you withdraw your claws at exactly the right time, you can do the same damage as claws while dropping a heart. 26 00:04:12,188 --> 00:04:15,188 The Jack-in-the-Box normally drops hearts when you kill them with your fists. Collecting hearts is just for style. 27 00:04:15,382 --> 00:04:18,382 You can "kill" the water gun shots by hitting them. This becomes useful later. 28 00:04:19,892 --> 00:04:22,892 Most of this level has a fairly straightforward strategy. Just run and jump at the right times. 29 00:04:24,667 --> 00:04:27,667 You can slash in mid-air to take off 1 layer of the destructible wall. 30 00:04:28,977 --> 00:04:31,977 The punching manipulation allows us to hit these soldiers without stopping. 31 00:04:32,304 --> 00:04:35,304 We're not sure if the water gun objects can be manipulated, but doing so probably wouldn't help. 32 00:04:36,714 --> 00:04:39,714 This is the only known case in which we can detonate a block while simultaneously jumping on it. 33 00:04:41,772 --> 00:04:44,772 The punching manipulation also pays off here. 34 00:04:49,559 --> 00:04:52,559 Sadly, it doesn't seem like we can manipulate the clown. 35 00:05:16,166 --> 00:05:18,478 Jumping from here is fastest. 36 00:05:18,495 --> 00:05:21,495 Apocalypse has 48HP. 37 00:05:21,823 --> 00:05:24,823 Claws will hit a variable number of times per slash, doing 2 damage for each hit. 38 00:05:25,151 --> 00:05:28,151 We have tried multiple times and can't seem to do any better on this fight. 39 00:05:31,174 --> 00:05:34,174 WARNING: These subtitles contain spoilers. We recommend you watch this level without them first. 40 00:05:37,164 --> 00:05:40,164 Juggernaut begins with 32HP. 41 00:05:42,822 --> 00:05:45,822 Hitting him on the head with an anvil does 4 damage, while the 1 ton weights do 2 damage. 42 00:05:47,813 --> 00:05:50,813 Claws do 1 damage, but contrary to common belief, they will only do so at the end of the level. 43 00:05:52,805 --> 00:05:55,805 Worse yet, his health can't go below 2HP until you can use your claws. 44 00:05:57,797 --> 00:06:00,797 The game's failure to explain this has haunted non-assisted players! 45 00:06:01,824 --> 00:06:04,824 As Juggernaut gets pushed back whenever he collides with a block, we detonate the blocks in his way. 46 00:06:06,516 --> 00:06:09,516 From this point on, we try to get to the end as fast as we can purely for stylistic reasons. 47 00:06:09,844 --> 00:06:12,844 When Juggernaut collides with an anvil / weight, it does 1 damage, but this is useless and slows him down. 48 00:06:44,054 --> 00:06:47,054 ...Does anything seem wrong with this picture? 49 00:06:54,454 --> 00:06:57,454 As we got Juggernaut down to 2HP, we merely need to perform 2 slashes, which are now both allowed. 50 00:06:59,545 --> 00:07:02,545 Although we're told that this can't be done on a console, this ending amuses us. 51 00:07:02,757 --> 00:07:05,757 jaysmad primarily authored the Cyclops sections. 52 00:07:15,586 --> 00:07:18,586 Rubies give life and points. When your HP is low, you lose the chance to shoot rapidly. 53 00:07:48,481 --> 00:07:51,481 The lower route is much slower than the higher route here. 54 00:08:15,470 --> 00:08:18,470 We take damage for entertainment purposes and to show that detonating a mine while in a cart doesn't automatically kill you. 55 00:08:25,354 --> 00:08:28,354 Jumping from this platform helps us avoid invisible blocks in the ceilling. 56 00:08:29,664 --> 00:08:32,664 Carts filled with rubies give large amounts of life and points. 57 00:08:47,185 --> 00:08:50,185 Running in a cart is not possible unless you enter the cart while running. 58 00:08:53,757 --> 00:08:56,757 The yellow enemies are immune to optic blasts, but the rocks that they throw at you aren't. 59 00:08:57,085 --> 00:09:00,085 Luckily, we can shoot the rock and punch the yellow enemy in a single jump. 60 00:09:32,627 --> 00:09:35,627 Big rubies yield a lot of HP, but more importantly, they double the power of Cyclops' beam. 61 00:09:35,954 --> 00:09:38,954 The boost wears off after shooting a couple of times, so it is best to save some shots for the boss. 62 00:09:44,524 --> 00:09:47,524 The sentinel has 127HP. The first shot deals 24 damage and 54 when boosted. After that, it will only deal 2 damage. 63 00:09:47,851 --> 00:09:50,851 The following shots must be done right after the sentinel lifts his arm. 64 00:10:05,572 --> 00:10:08,572 We stun the bot so he can't shoot, then stall for 2 frames to shoot the rock. This is much faster than jumping into the ceiling. 65 00:10:08,900 --> 00:10:11,900 As we can't get both the ruby and kill the bot, we choose the bot has it gives 600 points as opposed to 300. 66 00:10:27,270 --> 00:10:30,270 Here is another example of where stalling 2 frames to shoot is faster than jumping and punching. 67 00:10:37,869 --> 00:10:40,869 When the sentinel is up in the air, shooting only deals 2 damage until he lifts his arm. 68 00:11:00,449 --> 00:11:03,449 Master Mold is defeated in 3 parts: the arm, then the head, and then the body. Shooting deals 6 damage while hitting deals 16. 69 00:11:03,776 --> 00:11:06,776 The arm has 72HP. When he lifts his arm, it becomes out of reach so that it can only be shot. 70 00:11:07,104 --> 00:11:10,104 The head has 80HP and is out of reach, so you can only defeat it with shots. 71 00:11:11,963 --> 00:11:14,963 The body has 112HP and is out of range unless Master Mold is hovering on the left side of the screen. 72 00:11:30,482 --> 00:11:33,482 jaysmad primarily authored the Storm sections, which he blasted through despite being one of the slowest parts of the game. 73 00:11:35,474 --> 00:11:38,474 Storm's levels consist of blowing up water reactors to raise the water level in order to reach the end of the stage. 74 00:11:38,802 --> 00:11:40,865 It is impossible to reach the next reactor before the water stops raising, so there's no rush to blow them up. 75 00:11:40,882 --> 00:11:43,882 Shells give a lot of points and contain a pearl giving the ability to shoot a whirlwind that deflects enemy projectiles. 76 00:11:44,210 --> 00:11:47,210 Passing through the exploding doors is faster than waiting. 77 00:11:48,619 --> 00:11:51,619 8-Way Lightning allows Storm to do a shot going in every direction as well as destroy doors in 1 shot. 78 00:11:55,491 --> 00:11:58,491 Bubbles recover your air. 79 00:13:42,798 --> 00:13:45,798 Staying away from the exploding reactor and the fish reduces lag. 80 00:13:53,996 --> 00:13:56,996 You can stand in the electric current without taking damage. 81 00:14:51,069 --> 00:14:54,069 The boss is 10 glass globes that can only be hit 1 after the other. 82 00:14:54,397 --> 00:14:57,397 Each globe needs to be hit twice. After 24 frames, the next globe can be hit. 83 00:14:57,725 --> 00:15:00,725 The trick is that as soon as the next globe becomes vulnerable, there is a small amount of time in which 3 globes can be hit. 84 00:15:04,247 --> 00:15:07,247 After defeating the boss, it is impossible to take damage. 85 00:15:07,575 --> 00:15:10,575 There is 1 last reactor that raises the water level to the boss, but with the 8-Way Lightning, it becomes unnecessary. 86 00:15:10,903 --> 00:15:13,903 Still, we blow it up after the battle for extra points. 87 00:15:16,693 --> 00:15:19,693 Brandon primarily authored the Gambit sections. 88 00:15:20,021 --> 00:15:23,021 Gambit can throw cards forward, upward, and downward if he's in the air. 89 00:15:23,349 --> 00:15:26,349 The cards you throw forward go farther the longer you hold down the throwing button, and it's very precise. Perfect for TAS! 90 00:15:27,010 --> 00:15:30,010 Notice how we make the knight piece run into the death dealing card. 91 00:15:31,153 --> 00:15:34,153 You stop traveling horizontally for 1 frame when leaving the ground, so we avoid doing so whenever possible. 92 00:15:47,892 --> 00:15:34,564 The big debate for the next section, which involves a wall of blocks, is whether or not to use the fireball move. 93 00:15:34,581 --> 00:15:37,581 Early tests of it created lag and melted the block we need to jump off of, but we thought it might destroy the wall faster. 94 00:15:37,908 --> 00:15:40,908 We managed to make it not lag and melt the block below Gambit early enough to allow him to jump off of the block below it. 95 00:15:41,236 --> 00:15:44,236 This maneuver allowed us to get past the wall 2 frames faster than our best attempt without the move. 96 00:15:48,757 --> 00:15:51,757 Gambit hits his head to fall faster, then hugs the wall on the next jump. We'd lose time getting the item. 97 00:16:01,619 --> 00:16:04,619 Jumping here is faster than walking off. We absorb a bullet with the fireball move to avoid getting hurt. 98 00:16:14,648 --> 00:16:17,648 The King of Spades has 56HP and can be attacked with 8 cards, each dealing 1HP, per phase. 99 00:16:17,976 --> 00:16:20,976 After hit 8 times, he becomes invincible and starts circling you. 100 00:16:21,304 --> 00:16:24,304 Gambit's positioning when he starts and finishes moving greatly impacts how long it takes for him to stop. 101 00:16:24,631 --> 00:16:27,631 When he stops, he spawns enemies and eventually becomes vulnerable again. This cycle repeats until the end. 102 00:17:00,223 --> 00:17:03,223 In the final phase, we throw extra cards to occupy many of the addresses that the boss uses to spawn enemies. 103 00:17:03,551 --> 00:17:06,551 If we don't do this, there will be too many objects on the screen to throw all 8 cards. 104 00:17:06,879 --> 00:17:09,879 Another suicidal victory! 105 00:17:10,290 --> 00:17:13,290 Although this level is an autoscroller, it proved to be very entertaining thanks to Gambit's highly exploitable abilities. 106 00:17:21,271 --> 00:17:24,271 That's right! Gambit's cards can be used to make drum noises (Brandon plays the drum kit, by the way)! 107 00:17:25,664 --> 00:17:28,664 Some headbanging of sorts. 108 00:17:40,789 --> 00:17:43,789 You have to appreciate how well the explosion sound effect complements the bass drum hits. 109 00:17:50,240 --> 00:17:53,240 Headbanging in the air, which looks a little more realistic. 110 00:18:07,246 --> 00:18:10,246 Here's an example of one of the many invisible platforms found in this level. 111 00:18:11,023 --> 00:18:14,023 Jumping and starting to move after starting to throw a card up makes Gambit's running animation play in the air. 112 00:18:16,314 --> 00:18:19,314 More sliding like we had in the previous level's boss fight. 113 00:18:29,925 --> 00:18:32,925 It wouldn't be an autoscroller if we didn't have to resort to doing left-right-left-right a lot. Notice the headbanging? 114 00:18:52,604 --> 00:18:55,604 In order to collect the maximum number of items in this section, we have to move faster than the camera. 115 00:19:01,107 --> 00:19:04,107 The column of items farthest towards the right doesn't seem to be collectible for some reason. 116 00:19:07,730 --> 00:19:10,730 If you collide with the wall at a certain angle, you can pass through it, though we cannot go far enough to collect the stars inside. 117 00:19:11,057 --> 00:19:14,057 Doing so traps us inside the wall, and the only way out is by blowing up the block next to you, and it's too late to do that. 118 00:19:16,232 --> 00:19:19,232 Hooray for explosions! 119 00:19:21,207 --> 00:19:24,207 When Gambit throws cards off to the right side of the screen, pay attention to the left. 120 00:19:26,249 --> 00:19:29,249 Somehow, we managed to corrupt that tile repeatedly... 121 00:19:29,577 --> 00:19:32,577 The cards manage to blow up blocks on the other side of the screen. 122 00:19:46,665 --> 00:19:49,665 Managed to wedge Gambit in between these bricks unscathed. 123 00:19:54,968 --> 00:19:57,968 Multiple cards can hit walls at the same time if done correctly. 124 00:20:04,436 --> 00:20:07,436 Dance Gambit, dance! 125 00:20:18,064 --> 00:20:21,064 Gambit can overlap an enemy so long as it's stunned and not take damage. 126 00:20:21,708 --> 00:20:24,708 Thanks to the blocks, we can reach the boss, the Black Queen, sooner than normal. This is the fastest route we could find. 127 00:20:25,036 --> 00:20:28,036 From there, we attack both of the boss' arms until they come off (18 hits each). The cards hit them as soon as they become vulnerable. 128 00:20:28,363 --> 00:20:31,363 After that, we attack the head 44 times and the battle is over. 129 00:20:31,691 --> 00:20:34,691 To see the full battle using a camera hack, see the submission page for a video. 130 00:20:41,642 --> 00:20:44,642 We can have Gambit hold his arm out without throwing cards because the explosions overload the screen with objects. 131 00:20:47,765 --> 00:20:50,765 Here are the final levels. Here, each character has a small segment to complete. 132 00:20:51,093 --> 00:20:54,093 These levels mostly employ a simple strategy: run right / left for great justice. 133 00:21:02,341 --> 00:21:05,341 We need to fall in between these barrels in order to pass. 134 00:21:05,669 --> 00:21:08,669 If we try to hit our head on the ceiling to descend faster, we'll just jump through it and hit it like a wall. 135 00:21:21,626 --> 00:21:24,626 We have to stall in order to get behind the first 2 clowns and kill them. 136 00:21:26,218 --> 00:21:29,218 We must jump over this clown to avoid getting hit, forcing us to stall at the ledge to continue. 137 00:21:32,541 --> 00:21:35,541 For some reason, jumping on the canister instead of falling onto it allows Wolverine to continue without stopping. 138 00:21:44,738 --> 00:21:47,738 Again, we use the fireball move to avoid unavoidable bullets. 139 00:22:01,211 --> 00:22:04,211 For some bizarre reason, jumping here is slower than falling. Oh well, we can still kill all of the enemies. 140 00:22:09,963 --> 00:22:12,963 As Storm plays like Gambit in her final level, Brandon primarily authors this section. 141 00:22:13,291 --> 00:22:16,291 She stalls when she jumps and has a special whirlwind move that operates like Gambit's fireball move. 142 00:22:16,618 --> 00:22:19,618 For some odd reason, the last projectile she fires at an enemy will go through it even though it hits. 143 00:22:19,946 --> 00:22:22,946 It's very hard to avoid taking damage in this level without wasting time. 144 00:22:23,274 --> 00:22:26,274 A lot of the optimization for this level is reducing lag. We did our best, but it could be improvable. 145 00:22:27,584 --> 00:22:30,584 We have Storm hit her head here to fall faster. 146 00:22:30,912 --> 00:22:33,912 The level ends when Storm lands, no matter how soon she reaches the goal. She gets pushed back for going beyond it. 147 00:22:50,013 --> 00:22:53,013 Here, we do a pixel skip damage boost like we did in the intro stage. 148 00:22:53,791 --> 00:22:56,791 We jump here instead of swinging so that we don't have to wait for the web to retract to make the next swing. 149 00:22:57,118 --> 00:23:00,118 Because of the low ceiling, it's impossible to do a web-swing as well as kill the thrower without wasting time. 150 00:23:00,446 --> 00:23:03,446 This section ends when Spider-Man's feet touch the bottom of the screen. Damage boosting and jumping takes the same amount of time. 151 00:23:03,758 --> 00:23:06,758 The final boss, Arcade, starts off in a large robot that operates like Russian nesting dolls with 24, 16, and 12HP respectively. 152 00:23:07,085 --> 00:23:10,085 This phase is similar to N'astirh in that swinging is useless and webshots deal 1 damage. 153 00:23:10,413 --> 00:23:13,413 After the smallest robot is destroyed, Arcade robots appear 1 by 1 until 3 appear at once. There are 10 total. 154 00:23:13,741 --> 00:23:16,741 Swinging kills them instantly, while web-shots and the X-Men need 2 hits. Gambit kills the second bot. 155 00:23:18,001 --> 00:23:21,001 Input can be cut off after starting this swing. Instead, we dance and press start on the next screen to reach the ending quicker. 156 00:23:21,162 --> 00:23:24,162 Thanks for watching this TAS of Spider-Man/X-Men: Arcade's Revenge by jaysmad and Brandon Evans!